Your video about "What Makes a Good Puzzle?" you talk about "The Assumption" and "The Catch". To me it seemed like basically the same concept as this video. What do you think?
omg fr fr fr fr dude this is like meta absolutely subverting our directions, god damn. thought it was just the 1 music gag but then no, there's an actual like twist
13:15 slanted tiles? What about: if you are running on top of the block and against a wall, the box will move away from the wall because your body is pushing against an immovable object and your feet are pushing the box it away from that immovable object :V
@@MentalCheckpoint Well, in my case for a VR game where the player has a locosphere (a ball at the feet is used for walking on a physics-based VR player controller) it literally happens automatically, you can even go on top of a ball and (if you are skilled enough) you can ride the ball like a circus clown hahaha.
@@MentalCheckpoint with a good physics engine it could be okay to work everywhere, not only on walls, so that the box moves left if you run to the right on top of it, but yeah the slanted tile seems easier to program
If it was just one step, you couldn't do that cause you would run away. But instead of doing it by hand, you could program it such that the slenders appear while building the levels without you having to place them.
That could cause headaches in puzzle design. There was one side button that the player had to constantly run against to activate and one button that the player had to stand on top of a box to reach. If running into walls while on a box pushed it away, you could have your players pushing their box platform out from underneath themselves trying to activate wall switches.
@@MentalCheckpoint or you could have the box move at a speed that is proportional to the difference between character current speed and player input speed, as long as the player is on top. Then you don't have to worry about walls. And it opens possibilities with the character's inertia.
I am so glad you used gameplay from The Witness, that game was such a hard game at first, took a few months. You should’ve used gameplay from hue too though, a game about color and when you change the color it reveals some blocks you can move and removes blocks of the same color, another good double take game
I always wondered why you never finished concerned joe, i remember at the time i was following it quite closely waiting for a release date since i liked the flash version so much, and next thing i knew, you were working on the party game version of that concept.
Wooow the statement at the end is super smart and mind-blowing! Worth a subscription and a like! I was just about to start designing a few puzzles for a tech demo of a physics-based VR shooter and these concepts are just the best haha Edit: lol I had no idea he would ask the people to talk about it 2 seconds after I paused the video lmao, definitively worth it watching the whole way through.
Mindblowing video as always! The most underrated youtuber I've ever seen; I'm looking forward to seeing you reaching hundreds of thousands, or maybe even millions of subscribers ^^
Wow! That conclusion was so crazy, I had to pause and reconcider life as a whole for a minute. It is just mind boggling how much amazingness you packed into that last minute!
Seeing as to how much I have enjoyed move or die, I would be pretty stoked for concerned Joe. Also that ending was crazzzyy like I can't believe you would say such a smart thing at the end.
That ending honestly changed the way I thought about puzzle games as a whole. It really tied everything together in a neat bow, which I’ve never seen a video do so perfectly before!
I swear, I've come back to his videos on a somewhat regular basis. I rewatch them and, like, just how he explains stuff is so relaxing yet insightful. Just... so good!
this channel needs so much more attention. the editing is crisp and elegant, your voice is smooth and easy to listen to, the information about game design, while not really useful for me, is still really interesting. excellent content right there. now about the content of this video, what you just described is what i like the most about puzzle games, when games give you some information, but not all of it. like the level at 7:00. if you just told the player beforehand that you can do that with blocks, this level would've been boring and would be just about doing the right thing and moving to the next level. also in the same level, there's another idea i really like, and that is nudging the player towards the wrong solution. it forces the player to think out of the box, and makes them feel like they outsmarted the game. i absolutely love when i solve a puzzle like that
I recently bought a cast iron puzzle thats 2 parts connected to each other, they had a small amount of flex and jiggle, but no matter how much you twist, turn or bend the puzzle, it doesn't budge. Turns out you have to spin the puzzle on its axis and it will unlock itself. Felt like this was a great example of subversive puzzle design
I restarted a game on the Talos Principle these days and it's amazing how it confirms all your videos. I understand the game mechanics in a new way now, and it improves my game experience even more ! Thank you for your content, keep going ! I think I would also choose it for the "great hidden tutorial" category (from your last video)
The way your additional remarks at the end tie all these design concepts together is sublime. I feel like my brain has been rewired and im a more creative and insightful person now. Mind blown.
8:30 took me a few minutes while i was paused and then i noticed "you push it half way" i wasn't sure if i accidentally found loophole or not either lmao
Was debating leaving a comment about how quality your work already is but honestly, after the ending? Definitely. Ties in so well with the theme, good job.
Wow what a great conclusion! That aside I really wish I could play Concerned Joe, don't get me wrong Move or Die is really fun but having those (and many other) interesting mechanics in a singleplayer puzzle game sounds great (especially considering how few friends I have and how not many of them own move or die)
Everything before the final conclusion of the video was fine and dandy, but that ending truly re-contextualized everything I had learned previously: offering a satisfying, thought-provoking, new and insightful conclusion to a fantastic essay on puzzle design. My life is forever changed.
One of my favorite such puzzles is literally called "Deception" in the Talos Principle. It's in one of the early areas, it doesn't have as much elements as later puzzles, but still it's probably the most memorable puzzle in the game to me by the way it's guiding you to approach it.
Where do you look for music to back your videos? They really help with the flow and presentation, plus i just desperately need the outro song in my library.
It's incredible how entertaining, informative and engaging this video is at the same time! You might have just become my new favorite RUclipsr, and I will watch your career with great interest.
holy shit! That ending was so unexpectedly amazing! Most of the video I found myself _almost_ falling asleep, but that *_ending_* was something else! Why I subbed right there.
Slanted walls really are clever, you can just use any physics solution and they'll work more or less, without needing too much extra code. Neat. Not as neat as the mind-blowing ending. Clever cutoff.
I pressed the like button as soon as you showed the solution to the first puzzle (realizing how clever the design is) and stayed until the end to hear every bit of insight you got only to be left both amused and speechless. I love you but hate you, which I think is the best compliment I can give
11:35 is a ridiculous thing to ask a video viewer to expect. Also, it's an added mechanic that will confuse the players more than whatever you're trying to get them to do. I don't agree with this particular segment of the video at all but the rest of the video was good.
Glad someone else thought this too. I don't get why he thinks having to jump over the box to the left to push it to the right is too much to ask of the player when it's something everyone will do without even thinking about it, then adding the anti gravity brings up questions, how do I make the box go anti gravity again? How do I use the anti gravity of a box to solve a puzzle? That part just made no sense. Rest of the video was good though
the entire video was very informative and engaging, but the twist in the conclusion really changed my view of video games and puzzles in general in a way I never thought possible
I recognize, played and finished most of the games featured in this video. Let's see, I will write each game's first appearance as I watch the video for the first time: - The Witness (0:35) - Snakebird (1:14) - Superliminal (1:16) - Portal 2 (1:28) - Braid (1:58) - Inside (2:46) - Antichamber (2:55) - Portal (3:44) - Stephen's Sausage Roll (4:40) //I like that it has my name in the title, but damn the puzzles are hard - Half-Life 2: Chapter One (5:33) - Baba is You (6:02) - Talos Principle (6:13) - Stanley's Parable (9:09) - Language, Young Man (9:52) - (?) Q.U.B.E. 2 (10:26) //not sure, probably not this one thou - Mad Age & This Guy (10:31) // had no idea, I thought it was some sort of Cyberpunk Sokoban - The Pedestrian (14:34) - (?)LoL, idk (14:51) // maybe Talos again? Such an insightful and minblowing conclusion: most of these games were in the credits already...I feel dumb now for never reading the credits, just listening to your soothing voice. P.S. Homework #1 & #2 successfully completed btw
Ha! Jerk. We called that the Purple Ping Pong Ball gag. Why does the guy want a purple ping pong ball? No telling. He dies before he can tell you. Also I personally never would have thought about the player's orientation to the object. My brain personally doesn't work like that, and I'll just jump to the other side. But you're right. The flow works better keeping the character moving in the one direction, and making them move in the other direction as part of the puzzle is a pretty smart way to add dimension. I've got a couple things to fix myself after seeing that. Pot to keep hitting that dopamine button!
Definitely would be interested in playing Concerned Joe! Great video! I'm definitely a big fan of this kind of puzzle design. Though I wonder if a way to reinforce making sure players do both the vertical and lateral thinking is to sometimes only include the vertical thinking as the solution. That way the game trains you to try it because it could be the answer.
I'll send this to my GM. His puzzles are hella confusing and don't have any kind of tutorial inside of them. To the point where "alchemy puzzle" is an inside joke.
As an expert in both games and RUclips content I would like to take a minute to talk about the clever ending. In the over 8 years I have been on this platform I have never seen such a good ending to a video. The Delivery had a perfectly slow yet unpredictable pace. I Cant think of many other ways to make such a good ending and it fit so perfectly. It really made me sit down and think about what had just enterd my brain. Its sad that many people wont get to this Smart ending. It builds on everything up to that point so well. I dont want to spoil it but i have to say that was a Incredibly smart and insightful ending.
What an amazing conclusion, very complex and seriously thought out. I thoroughly enjoyed it and can with a 100% confidence say that it was worth watching the whole video for
I was just a depressed man, but then after watching the ending of the video, I've managed to defeat my depression, win a lottery, get a wife, have 2 kids, and beat Bezos' net worth. Thank you so much for the insightful and mind blowing ending, Mr. Mental Checkpoint.
"Good job, you found the suicide button" with that voice I immediately had to think about handsome jack^^$ Edit: also solid conclusion by the way, really made me think
I played along and paused to try and figure out the puzzle as suggested in the video. I quickly came up with the idea of pushing the box only halfway through, but I dismissed it because I thought the other boxes and the other button surely had a purpose. Turns out, those were just red herrings. In my opinion, that is very poor puzzle design. Using such excessive red herrings is cheap and just creates artificial difficulty. Puzzles feel satisfying when they force you to come up with creative ways to use the elements at your disposal, not when you have to select which elements to use and which elements are just there to trick you.
Pausing the video to analyse things would be easier without the warped perspective at those specific points :P Very well-designed video aside from that! Edit: and a genuinely good outro to tie it off. Made me laugh.
I thought that block tip was clever and innovative, but that ending! All your points came together so perfectly and brilliantly; definitely have to watch the whole video just for that, if anything!
Level designer for a puzzler here. Thank you for providing this information! I've included some elements of misdirection and defiance of instinct already. I'll be sure to include more subversions in future levels.
So it turns out seeing your own face in someone else's video is tantamount to a jump scare
Wow cool hi gmtk
Oh hi Mark
Dani, the youtube developer to crab game learned that when he put his face on the red light green light robot. Players still call it cursed.
Just found this channel and remembered you
Your video about "What Makes a Good Puzzle?" you talk about "The Assumption" and "The Catch". To me it seemed like basically the same concept as this video. What do you think?
Can’t believe the ending what a twist! Definitely need to watch all the way through!
I can’t believe I got played by a conclusion of a video
TWICE NOW WHAT???
what
Bro, y tricked me
omg fr fr fr fr dude this is like meta
absolutely subverting our directions, god damn. thought it was just the 1 music gag but then no, there's an actual like twist
Not gonna lie, I kinda wish I could play concerned joe right now.
Same.
Same
same
same
who the hell is concerned joe
The ending really made me realize something new and insightful, don't want to spoil it tough
The ending was so epic lol
yeah, i want to explain what i understood about it, which is a lot, but i swore not to spoil
Favorite part of the video, hands-down
And how it cuts the the intro! I'm still sitting here, trying not to go crazy over how cool that was!
Oh I was reading this while the outro was playing, so I got a bit confused lol
The setup and punchline of the "good job, you found the suicide button!" trap was so damn good.
Why laugh at the player's misfortune when you can laugh with them?
the narrator is Amazing
@@DrRankunless the player happens to be suicidal themselves
Dude holy guacamole that ending was so insightful and mind blowing
You actual madman. I was excited to hear your reason behind not releasing the game then immediately realised I’ve been bamboozled.
Yo that ending is sick
That conclusion was slamming man
I believe GMTK simply called “Double Take Puzzle Design” “The Assumption” in his video. It’s a tough choice on which moniker I prefer…
I like "double take" better, because that's the point: to push you into a second perspective
Bait and Switch. A great way to get the player pissed off at the developer, because it's not about the puzzle, it's about insulting the player.
13:15 slanted tiles? What about: if you are running on top of the block and against a wall, the box will move away from the wall because your body is pushing against an immovable object and your feet are pushing the box it away from that immovable object :V
@@MentalCheckpoint Well, in my case for a VR game where the player has a locosphere (a ball at the feet is used for walking on a physics-based VR player controller) it literally happens automatically, you can even go on top of a ball and (if you are skilled enough) you can ride the ball like a circus clown hahaha.
@@MentalCheckpoint with a good physics engine it could be okay to work everywhere, not only on walls, so that the box moves left if you run to the right on top of it, but yeah the slanted tile seems easier to program
If it was just one step, you couldn't do that cause you would run away.
But instead of doing it by hand, you could program it such that the slenders appear while building the levels without you having to place them.
That could cause headaches in puzzle design. There was one side button that the player had to constantly run against to activate and one button that the player had to stand on top of a box to reach. If running into walls while on a box pushed it away, you could have your players pushing their box platform out from underneath themselves trying to activate wall switches.
@@MentalCheckpoint or you could have the box move at a speed that is proportional to the difference between character current speed and player input speed, as long as the player is on top. Then you don't have to worry about walls. And it opens possibilities with the character's inertia.
Paused at 10:11, bought and played through INSIDE, and came back 3 and a half hours later to finish the video. No regrets.
I am so glad you used gameplay from The Witness, that game was such a hard game at first, took a few months. You should’ve used gameplay from hue too though, a game about color and when you change the color it reveals some blocks you can move and removes blocks of the same color, another good double take game
Ive played hue, such a surprisingly good gem
I always wondered why you never finished concerned joe, i remember at the time i was following it quite closely waiting for a release date since i liked the flash version so much, and next thing i knew, you were working on the party game version of that concept.
Wooow the statement at the end is super smart and mind-blowing! Worth a subscription and a like!
I was just about to start designing a few puzzles for a tech demo of a physics-based VR shooter and these concepts are just the best haha
Edit: lol I had no idea he would ask the people to talk about it 2 seconds after I paused the video lmao, definitively worth it watching the whole way through.
Mindblowing video as always! The most underrated youtuber I've ever seen; I'm looking forward to seeing you reaching hundreds of thousands, or maybe even millions of subscribers ^^
Man, I just, you know, call it trolling the player. You're certainly embracing that with the sassy narrator.
That ending was so heart filled and inspiring, it's really made me think about how I do things and I couldn't spoil it for you as it's an experience.
Wow! That conclusion was so crazy, I had to pause and reconcider life as a whole for a minute. It is just mind boggling how much amazingness you packed into that last minute!
One of the few channels I watch the outros on. You really make it worth it with such insightful remarks.
please fully release Concerned Joe.
it sounds like a fine addition to my puzzle game collection.
Man, that outro - the one that wouldnt make sense without watching the entire video - was absolutely incredible!
Seeing as to how much I have enjoyed move or die, I would be pretty stoked for concerned Joe. Also that ending was crazzzyy like I can't believe you would say such a smart thing at the end.
what a mind blowing conclusion
Wow that conclusion was SO mind-blowing and insightful. What a twist!
13:28 - Gives us his mental checkpoint guarantee...but clearly there is a non-slanted corner in the left side of the floor.
How insightful and mind blowing that conclusion was, definitely worth watching to the end.
that conclusion was so insightfull and mindblowing
An amazing ending to that video man! Definitely worth the wait!
I can't believe how insightful and mind-blowing that was!
So glad I watched till the outro!
That ending honestly changed the way I thought about puzzle games as a whole. It really tied everything together in a neat bow, which I’ve never seen a video do so perfectly before!
One of the best game design videos I've seen in a while. Keep it up!
An astonishing ending, could be one of the best you put out. Great video!
I swear, I've come back to his videos on a somewhat regular basis. I rewatch them and, like, just how he explains stuff is so relaxing yet insightful. Just... so good!
this channel needs so much more attention. the editing is crisp and elegant, your voice is smooth and easy to listen to, the information about game design, while not really useful for me, is still really interesting. excellent content right there.
now about the content of this video, what you just described is what i like the most about puzzle games, when games give you some information, but not all of it. like the level at 7:00. if you just told the player beforehand that you can do that with blocks, this level would've been boring and would be just about doing the right thing and moving to the next level.
also in the same level, there's another idea i really like, and that is nudging the player towards the wrong solution. it forces the player to think out of the box, and makes them feel like they outsmarted the game. i absolutely love when i solve a puzzle like that
Honestly, that ending was insane! Never expected such a twist!
I recently bought a cast iron puzzle thats 2 parts connected to each other, they had a small amount of flex and jiggle, but no matter how much you twist, turn or bend the puzzle, it doesn't budge. Turns out you have to spin the puzzle on its axis and it will unlock itself. Felt like this was a great example of subversive puzzle design
I restarted a game on the Talos Principle these days and it's amazing how it confirms all your videos. I understand the game mechanics in a new way now, and it improves my game experience even more ! Thank you for your content, keep going !
I think I would also choose it for the "great hidden tutorial" category (from your last video)
*That was the most most twisted/awesome/mind-blowing ending Ive EVER SEEN!!*
Holy crap, that ending. Pure poetry. My passion for game design was completely rekindled by that last paragraph alone. Thank you.
9:52 the way he says that.
loved that mindblowing ending, you are so good at making twists like that !
everyone NEEDS to watch the whole thing its so good
That final conclusion was truly a transcendent experience. Bravo Mr. Berbece, bravo...
The way your additional remarks at the end tie all these design concepts together is sublime. I feel like my brain has been rewired and im a more creative and insightful person now. Mind blown.
8:30
took me a few minutes while i was paused and then i noticed
"you push it half way"
i wasn't sure if i accidentally found loophole or not either lmao
Was debating leaving a comment about how quality your work already is but honestly, after the ending? Definitely. Ties in so well with the theme, good job.
The ending is so mindbreaking that it's solely the reason why I want to came back programming the second time.
The way everything ties together in the end is fantastic! Keep up the great work.
Wow what a great conclusion!
That aside I really wish I could play Concerned Joe, don't get me wrong Move or Die is really fun but having those (and many other) interesting mechanics in a singleplayer puzzle game sounds great (especially considering how few friends I have and how not many of them own move or die)
Just skip to the end, lol.
Everything before the final conclusion of the video was fine and dandy, but that ending truly re-contextualized everything I had learned previously: offering a satisfying, thought-provoking, new and insightful conclusion to a fantastic essay on puzzle design. My life is forever changed.
mindblowing conclusion
One of my favorite such puzzles is literally called "Deception" in the Talos Principle. It's in one of the early areas, it doesn't have as much elements as later puzzles, but still it's probably the most memorable puzzle in the game to me by the way it's guiding you to approach it.
Where do you look for music to back your videos? They really help with the flow and presentation, plus i just desperately need the outro song in my library.
It's incredible how entertaining, informative and engaging this video is at the same time! You might have just become my new favorite RUclipsr, and I will watch your career with great interest.
Watching this ending made me feel something I never felt before, and I do not like it. Loved the video tho, amazing as always
holy shit! That ending was so unexpectedly amazing!
Most of the video I found myself _almost_ falling asleep, but that *_ending_* was something else!
Why I subbed right there.
That was one of the best endings i’ve ever seen. Incredible stuff
That outro was AMAZING!!! It was not something that I expected, but boy was it awesome!
Slanted walls really are clever, you can just use any physics solution and they'll work more or less, without needing too much extra code. Neat.
Not as neat as the mind-blowing ending. Clever cutoff.
I pressed the like button as soon as you showed the solution to the first puzzle (realizing how clever the design is) and stayed until the end to hear every bit of insight you got only to be left both amused and speechless.
I love you but hate you, which I think is the best compliment I can give
The announcement at the end killed me
Not very many people walk you through their process of designing puzzles, so this is super valuable
That ending was spectacular, can’t believe he announced when the game was gonnna come out!
Dude I can't believe the conclusion! So thought out and nicely delivered. 10/10
11:35 is a ridiculous thing to ask a video viewer to expect. Also, it's an added mechanic that will confuse the players more than whatever you're trying to get them to do. I don't agree with this particular segment of the video at all but the rest of the video was good.
Glad someone else thought this too. I don't get why he thinks having to jump over the box to the left to push it to the right is too much to ask of the player when it's something everyone will do without even thinking about it, then adding the anti gravity brings up questions, how do I make the box go anti gravity again? How do I use the anti gravity of a box to solve a puzzle? That part just made no sense. Rest of the video was good though
the entire video was very informative and engaging, but the twist in the conclusion really changed my view of video games and puzzles in general in a way I never thought possible
I recognize, played and finished most of the games featured in this video. Let's see, I will write each game's first appearance as I watch the video for the first time:
- The Witness (0:35)
- Snakebird (1:14)
- Superliminal (1:16)
- Portal 2 (1:28)
- Braid (1:58)
- Inside (2:46)
- Antichamber (2:55)
- Portal (3:44)
- Stephen's Sausage Roll (4:40) //I like that it has my name in the title, but damn the puzzles are hard
- Half-Life 2: Chapter One (5:33)
- Baba is You (6:02)
- Talos Principle (6:13)
- Stanley's Parable (9:09)
- Language, Young Man (9:52)
- (?) Q.U.B.E. 2 (10:26) //not sure, probably not this one thou
- Mad Age & This Guy (10:31) // had no idea, I thought it was some sort of Cyberpunk Sokoban
- The Pedestrian (14:34)
- (?)LoL, idk (14:51) // maybe Talos again?
Such an insightful and minblowing conclusion: most of these games were in the credits already...I feel dumb now for never reading the credits, just listening to your soothing voice.
P.S. Homework #1 & #2 successfully completed btw
I think 10:26 is Manifold Garden and 14:51 is Lightmatter.
Ha! Jerk. We called that the Purple Ping Pong Ball gag. Why does the guy want a purple ping pong ball? No telling. He dies before he can tell you. Also I personally never would have thought about the player's orientation to the object. My brain personally doesn't work like that, and I'll just jump to the other side. But you're right. The flow works better keeping the character moving in the one direction, and making them move in the other direction as part of the puzzle is a pretty smart way to add dimension. I've got a couple things to fix myself after seeing that. Pot to keep hitting that dopamine button!
Definitely would be interested in playing Concerned Joe! Great video! I'm definitely a big fan of this kind of puzzle design. Though I wonder if a way to reinforce making sure players do both the vertical and lateral thinking is to sometimes only include the vertical thinking as the solution. That way the game trains you to try it because it could be the answer.
15:40 my expectations were indeed subverted.
awesome comment.
That ending is the cherry on an already delicious and beautifully constructed cake, a round applause for you!
The ending of this video truly subverted my expectations. I was not expecting that outcome. Great job!
I would absolutely love a finished version of this game, even maybe as an additional game mode in move or die
Man the ending was amazing, watched it again and again. But I want you to watch to the end, it’s worth it.
What an insightful and mindblowing conclusion!
oh and 15:30 you are just evil. i wanna play that!
Good puzzle design is usually my favourite part of any game that has it. Also that part at the end was mind-blowing
I'll send this to my GM. His puzzles are hella confusing and don't have any kind of tutorial inside of them. To the point where "alchemy puzzle" is an inside joke.
lol
can i see u play them
@@starpeep5769 we don't record and haven't played in a while. Besides, we play in russian.
Honestly, the ending of this video is super creative and interesting. Props to you!
what is the game at 10:28?
Manifold Garden
As an expert in both games and RUclips content I would like to take a minute to talk about the clever ending.
In the over 8 years I have been on this platform I have never seen such a good ending to a video.
The Delivery had a perfectly slow yet unpredictable pace. I Cant think of many other ways to make such a good ending and it fit so perfectly.
It really made me sit down and think about what had just enterd my brain. Its sad that many people wont get to this Smart ending. It builds on everything up to that point so well.
I dont want to spoil it but i have to say that was a Incredibly smart and insightful ending.
Join me in feeding the algorithm!
does this suffice?
FOOD
@@cupofdirtfordinner the algorithm always hungers for more p-p
so yes, but we need more
ah ouh
@@ThunderDraws No.. dad.. dont eat the food
What an amazing conclusion, very complex and seriously thought out. I thoroughly enjoyed it and can with a 100% confidence say that it was worth watching the whole video for
I was just a depressed man, but then after watching the ending of the video, I've managed to defeat my depression, win a lottery, get a wife, have 2 kids, and beat Bezos' net worth. Thank you so much for the insightful and mind blowing ending, Mr. Mental Checkpoint.
That conclusion was insightful and/or mind-blowing!
"Good job, you found the suicide button" with that voice
I immediately had to think about handsome jack^^$
Edit: also solid conclusion by the way, really made me think
I never thought about what you said in the outro that way, that's a really good way to put it
I played along and paused to try and figure out the puzzle as suggested in the video. I quickly came up with the idea of pushing the box only halfway through, but I dismissed it because I thought the other boxes and the other button surely had a purpose. Turns out, those were just red herrings. In my opinion, that is very poor puzzle design. Using such excessive red herrings is cheap and just creates artificial difficulty. Puzzles feel satisfying when they force you to come up with creative ways to use the elements at your disposal, not when you have to select which elements to use and which elements are just there to trick you.
The editing and presentation of this video is gorgeous.
I hate this sort of puzzle
As soon as you see the "trick" the solution is obvious
Just feels like it's wasting your time
Wow. The ending was so insightful and mind blowing. Well done.
I know a lot of people already commented this but that was the best ending ever. Gotta watch the whole thing to understand it tho
The amount of subversion, the insight, the mindblow of the last part of the video... just amazing
Pausing the video to analyse things would be easier without the warped perspective at those specific points :P
Very well-designed video aside from that!
Edit: and a genuinely good outro to tie it off. Made me laugh.
That outro was so insightful and mind-blowing, probably the most insightful and mind-blowing outro
darn you Mental Checkpoint! That ending had me dancing a little
The conclusion was eye-opening, will definitely incorporate it in the future. Thanks a lot homie!
I thought that block tip was clever and innovative, but that ending! All your points came together so perfectly and brilliantly; definitely have to watch the whole video just for that, if anything!
The ending was great! Love your humour! Also yeah very insightful
Level designer for a puzzler here. Thank you for providing this information! I've included some elements of misdirection and defiance of instinct already. I'll be sure to include more subversions in future levels.
Would be really interested to know if you think that our emoji puzzles have potential!
the ending really summaries the method... well done snd nice video